System and method for presenting virtual reality content to a user based on body posture

ABSTRACT

A system and/or method that uses a body posture of a user to determine and modulate a content mode of a virtual reality system. The content mode may define the manner in which virtual reality content is presented to the user and/or the manner in which the user interacts with the virtual reality content. The user&#39;s body posture and/or a change in body posture may cause the content mode and/or the virtual reality content to change accordingly. In some implementations, primary content may be presented to the user according to a first content mode in response to the user sitting. Secondary virtual reality content may be presented to the user according to the second content mode in response to the user standing. As such, a user may initiate a change in the virtual reality content and/or the content mode by standing from a sitting posture and/or sitting from a standing posture.

FIELD OF THE DISCLOSURE

This disclosure relates to a system and method for presenting virtualreality content to a user.

BACKGROUND

Virtual reality headset display devices are known. These devicesvisually simulate a user's physical presence in virtual spaces.Simulations may include a 360° view of the surrounding virtual spacesuch that the user may turn his head to watch content presented withinthe virtual space. (Note that the term “he/his” is used genericallythroughout the application to indicate both male and female.) Typically,virtual reality content is limited to either passive or interactivecontent because it is difficult for passive and interactive content toco-exist without competing or negating one another. For example, moviesand video games typically cannot successfully co-exist because of theirantithetical passive and interactive qualities that make creatingseamless transitions and cohesive story-telling difficult.

Virtual reality presents a problem for storytellers that want to providea rich passive experience and for users that may prefer the ability toswitch or alternate to an active interaction with the virtual space.Typically, it is difficult for a storyteller to provide a rich storytelling experience with seamless transitions between interactive contentwhile managing and/or maintaining the attention of an audience member.

SUMMARY

The present system uses a body posture of a user to determine andmodulate a content mode of a virtual reality system. The content modemay define the manner in which virtual reality content is presented tothe user. In some implementations, the content mode may define themanner in which the user interacts with the virtual reality content. Insome implementations, the manner in which the user interacts with thevirtual reality content may include the manner in which the user islimited from interacting with the virtual reality content. The user'sbody posture and/or a change in body posture may cause the content modeand/or the virtual reality content to change accordingly. For example,the first content mode may be determined responsive to a first bodyposture of the user being determined. The first content mode may definehow primary virtual reality content may be presented to the user. Insome implementations, the second content mode may be determinedresponsive to a second body posture of the user being determined. Thesecond content mode may define how secondary virtual reality content maybe presented to the user. The primary content may be presented to theuser according to the first content mode in response to the usersitting. The secondary virtual reality content may be presented to theuser according to the second content mode in response to the userstanding. As such, a user may initiate a change in the virtual realitycontent and/or the content mode by standing from a sitting postureand/or sitting from a standing posture.

In some implementations, primary virtual reality content may refer toany virtual reality content that is passive and/or presented to a userfor viewing from a creator dictated location. The creator dictatedlocation may describe a location relative to the action and/or virtualreality content. Secondary virtual reality content may refer to anyvirtual reality content with which the user may interact such that theuser's actions may impact behaviors of entities represented in thesecondary virtual reality content. For example, secondary virtualreality content may include interactive narrative content, game content,and/or exploratory content (e.g., presented responsive to the userinteracting with and/or exploring an area of the virtual space).

For example, while the user is sitting, the primary virtual realitycontent may be presented according to first mode such that a passiveexperience may be facilitated between the user and the primary virtualreality content. The passive experience may include a viewing experiencewherein the user views the primary virtual reality content from acreator dictated location. As such, the primary virtual reality contentmay include passive virtual reality content. Responsive to the userstanding, the virtual reality content presented and/or the content modemay change. While the user is standing, the secondary virtual realitycontent may be presented according to second mode such that aninteractive experience may be facilitated between the user and thesecondary virtual reality content. The interactive experience mayinclude a viewing experience wherein the user may interact with and/orview the secondary virtual reality content from a user-directed locationand/or viewpoint. As such, the secondary virtual reality content mayinclude interactive virtual reality content.

For the user, sitting to have a passive experience and/or standing tohave an interactive experience may be intuitive and functional. Forexample, sitting may be a passive body posture while standing may be aninteractive body posture indicating a user's readiness to interact.Furthermore, providing passive virtual reality content while a user issitting may enable the storyteller to provide primary content that isricher because the user is located in a somewhat fixed position in thereal world and the user's spatial location within the virtual realitycontent relative to the action and/or virtual reality content may becreator dictated. As such, changing content modes based on body postureenables a seamless, intuitive transition between passive and interactivevirtual reality content allowing both to co-exist meaningfully withoutcompeting or negating one another. Also, changing content modes based onbody posture enables passive and interactive experiences in virtualreality content to mirror real-life. When a person wants to be passivein real-life, he sits or you stand passively and when he wants tointeract in real-life, he reaches out, interacts, and/or responds.

One or more aspects of the disclosure relate to a system configured topresent virtual reality content to a user. The system may includesoftware components, hardware components, and/or other componentsoperating together to cause the system to function as described herein.For example, the system may enable a content creator (e.g., astoryteller, a filmmaker, a game maker, a game creator, and/or othercontent creators) to create and provide passive virtual reality contentaccording to a first mode and interactive virtual reality contentaccording to a second mode to an audience member (e.g., a user) whereinthe transitions may be seamlessly controlled responsive to the audiencemember's body posture. The virtual reality content may be presented tothe user in a virtual space. The virtual reality content may includeprimary virtual reality content, secondary virtual reality content,intermediary virtual reality content, and/or other virtual realitycontent. The virtual reality content may be presented to the useraccording to a first content mode, a second content mode, a thirdcontent mode, and/or other content mode.

The system may be configured such that primary virtual reality contentmay be displayed to a user while sitting down. Responsive to the userstanding up, the content mode may change and the secondary virtualreality content may be provided to the user according to the secondcontent mode. In some implementations, the primary virtual realitycontent may and/or may not be paused. The secondary virtual realitycontent and/or other virtual reality content may be displayed to theuser. In some implementations, the secondary virtual reality content mayinclude interactive primary virtual reality content, new and/oradditional secondary virtual reality content, and/or other secondaryvirtual reality content.

The system may be configured to determine that the user's body posturehas changed. In some implementations, the content mode may switch fromthe second content mode back to the first content mode when user returnshis body posture to sitting (e.g., sits back down). In someimplementations, responsive to the user returning his body posture tositting, the primary virtual reality content may resume according to thefirst content mode (e.g., automatically). The primary virtual realitycontent subsequently displayed to the user may be adjusted based on auser's interactive experience with the secondary virtual reality contentand/or other information. These features are not limited to the primaryvirtual reality content. For example, the system may be configured suchthat secondary virtual reality content may pause when the user sits downand then resumes when the user stands back up. The primary, secondary,intermediary virtual reality content, and/or other virtual realitycontent may be adjusted based on a user's progression through another(e.g., primary and/or secondary) virtual reality content, interactionwith another (e.g., primary and/or secondary) virtual reality content,and/or other information.

In some implementations, the system may comprise one or more of, asensor, a user interface, a processor, electronic storage, and/or othercomponents. The sensor may be configured to generate output signalsconveying information related to body posture of the user and/or otherinformation. The body posture of the user may refer to a physicalposition in which the user's body and/or a portion of a user's body isoriented. For example, body posture may include one or more of sitting,standing, reclining, kneeling, lifting one or more extremities (e.g., ahands-lifted body posture), laying, squatting, a position of one or moreextremities (e.g., hands in lap), a leaning body posture (e.g., forward,back, and/or to the side), a head position posture (e.g., the userturning his head to the side, up, and/or down), and/or other bodypostures. For example, the first body posture may include sitting and/orthe second body posture may include standing. In a second example, thefirst body posture may include reclining and/or the second body posturemay include sitting. In a third example, the first body posture mayinclude standing with the user's hands at his side and/or the secondbody posture may include the user standing with his hands slightlyraised. The examples included herein are not intended to be limiting andthe first body posture and/or the second body posture may include anybody postures and/or any combination of body postures.

The user interface may include a display and/or other components. Thedisplay may be configured to present the virtual reality content to theuser. The display may be controlled by the processor to present thevirtual reality content to the user according to the content mode suchthat the presented virtual reality content corresponds with the user'sdesired experience (e.g., a passive experience and/or an interactiveexperience). In some implementations, the display may be included in avirtual reality headset worn by the user. The virtual reality headsetmay include a head mounted display. It should be noted that thedescription of the display provided herein is not intended to belimiting. Rather, the description of the display is intended to includefuture evolutions of virtual reality display technology (which may noteven be display based, for example). For example, the display mayinclude cameras, technology, and/or systems for augmented reality,holographic technology, and/or other augmented reality components, lightfield imaging devices that project an image onto the back of a user'sretina (e.g., near-eye light field displays, etc.) virtual realitytechnology that utilizes contact lenses, virtual reality technology thatcommunicates directly with the brain, and/or other display technology.

The processor may be configured to execute computer program components.The computer program components may be configured to enable an expertand/or user to interface with the system and/or provide otherfunctionality attributed herein to the user interface, the sensor(s),the electronic storage, and/or the processor. The computer programcomponents may include a body posture component, a content modecomponent, a display component, and/or other components.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured to present virtual realitycontent to a user, in accordance with an implementation.

FIG. 2 illustrates a virtual reality headset computing device, inaccordance with an implementation.

FIG. 3 illustrates a server configured to communicate with a computingdevice via a network, in accordance with an implementation.

FIGS. 4A-4C illustrate first body postures and second body postures of auser, in accordance with some implementations.

FIG. 5 illustrates an implementation of a method for presenting virtualreality content to a user, in accordance with an implementation.

DETAILED DESCRIPTION

The present system may modulate the mode of content between a passivecontent mode and/or an interactive content mode based on a user's bodyposture. As such, virtual reality storytelling with interactivecapabilities that enable passive and interactive virtual reality contentto co-exist without competing and/or negating one another, may bepresented to the user. The content modes and/or transitions betweencontent modes may be determined based on the body posture of a user.Responsive to the user having a first body posture, the primary virtualreality content may be presented to the user according to the firstcontent mode. Responsive to the user changing their body posture to asecond body posture, the secondary virtual reality content may bepresented to the user according to the second content mode. A passive,interactive, and/or other user experience may be facilitated based onthe content mode. The user experience between the user and the virtualreality content may be facilitated by causing the display to present thevirtual reality content to the user according to the content mode.

The present system may facilitate content governance by a contentcreator and/or user in one or more ways (e.g., modulating the contentmode, presenting virtual reality content according to the content mode,and/or altering other control schemes) based on the body posture of theuser. Changes in the body posture of the user may provide an intuitivetransition between presenting passive and/or interactive virtual realitycontent. In the passive content mode, the user's spatial locationrelative to the action within the virtual reality content and/or to thevirtual reality content may be creator dictated. In someimplementations, the user may be able to move a small amount (e.g.,lean, look around, etc.) from the creator dictated location. In someimplementations, the user's movement within the virtual reality contentmay be more restricted in the primary virtual reality content (e.g.,first mode) than in the secondary virtual reality content (e.g., secondmode). For example, in the primary virtual reality content, the user maybe restricted to a path and in the secondary virtual reality content theuser may be able to roam freely and/or more freely than in the primaryvirtual reality content. As such, the creator may decide when thevirtual reality content “cuts” from location to location and/or how auser “moves” through a given location. Thus, the content creator may beable to provide a richer storytelling (e.g., passive experience) viapassive virtual reality content according to a passive content mode(e.g., the first mode) because the content creator is in control of thelocation of the user and/or the progression of the story. To transitionbetween presenting passive virtual reality content to presentinginteractive virtual reality content, the system may be configured toswitch the content mode. In some implementations, the passive virtualreality content may and/or may not be paused responsive to the userchanging body postures (e.g., by standing up). Responsive to the userchanging body postures, the system may present interactive virtualreality content according to an interactive content mode (e.g., thesecond content mode), thus enabling the user to interact with theinteractive virtual reality content.

In some implementations, the present system may facilitate a user'sability to choose when to initiate the second content mode (e.g., aninteractive content mode) based on his selected body posture, withouthaving to lose track of primary virtual reality content presentedaccording to the first content mode while the user has a first bodyposture. For example, a user may enjoy multiple areas of different typesof experiences (e.g., passive and/or interactive) within a virtualworld, while having individual narratives pause when the user changeshis body posture to move to another type of experience (e.g., a passiveand/or an interactive experience) and then resume when the user changesback to his original body posture. In some implementations, the primaryvirtual reality content may not be paused and the narrative may continuewhile the content mode changes to an interactive (e.g. second contentmode) and secondary virtual reality content is presented such that auser may interact with the secondary virtual reality content. As such,for example, the user may continue to watch the narrative and/orportions of the narrative while standing. In some implementations, thesecondary virtual reality content may include new and/or additionalsecondary virtual reality content, interactive primary virtual realitycontent, and/or other secondary virtual reality content.

As used herein, “virtual reality” may refer to what is traditionallyconsidered virtual reality as well as augmented reality and/or othersimilar concepts. Thus, virtual reality content may include augmentedreality content. In some implementations, “virtual reality” may refer toa form of virtual reality/augmented reality hybrid and/or include anaspect and/or ability to view content in an augmented reality way. Forexample, creators may generate traditional virtual reality content butuse augmented reality cameras and/or technology to keep the user'speripheral vision open so they can keep an eye on the physical worldaround them.

The terms “primary virtual reality content” and “secondary virtualreality content” used herein are not intended to be limiting. The systemmay include any number of different types of virtual reality content.“Primary” and “secondary” may be used generically throughout thisdisclosure to represent various different types of virtual realitycontent. The functionality described herein may be applied to any numberof different types (e.g., primary, secondary, etc.) of virtual realitycontent. In some implementations, primary virtual reality content mayrefer to any virtual reality content that is passive and/or presented toa user for viewing from a creator dictated location. Secondary virtualreality content may refer to virtual reality content with which the usermay interact such that the user's actions may impact behaviors ofentities represented in the secondary virtual reality content. Forexample, secondary virtual reality content may include interactivenarrative content, game content, experiential content, and/orexploratory content (e.g., presented responsive to the user interactingwith and/or exploring an area of the virtual space). In someimplementations, the term virtual reality may include virtual reality asdescribed herein, augmented reality, mixed reality and/or other forms ofvirtual reality.

FIG. 1 illustrates a system 10 configured to present virtual realitycontent to a user, in accordance with an implementation. The virtualreality content may be presented to the user in a virtual space. Thevirtual reality content may be presented to the user according tocontent modes. The content modes may define the flow of content, themanner in which the virtual reality content is presented to the user,the manner in which the user interacts with the virtual reality content,and/or other controls/information that may affect the user's experiencewith the virtual reality content. In some implementations, the manner inwhich the user interacts with the virtual reality content may includethe manner in which the user is limited from interacting with thevirtual reality content. The virtual reality content may include primaryvirtual reality content, secondary virtual reality content, anintermediary virtual reality content, and/or other virtual realitycontent. The primary virtual reality content may be presented to theuser according to a first content mode. The secondary virtual realitycontent may be presented to the user according to a second content mode.

The first content mode may include a passive content mode such that thevirtual reality content (e.g., the primary virtual reality content) maybe presented to the user for viewing from a creator directed location.In the first content mode, the user may not be able to control and/oraffect the flow, direction, and/or progress of the virtual realitycontent presented (e.g., the primary virtual reality content). In thefirst content mode, the user's actions and/or experience may be morerestricted than in the second content mode. The second content mode mayinclude an interactive content mode such that the virtual realitycontent may be presented in a manner such that the user mayinteractively experience (e.g., via moving around, walking, running,flying, exploring, playing, etc.) the virtual reality content. In thesecond content mode, the user's actions and/or experience may be lessrestricted than in the first content mode. According to the secondcontent mode, the user's location and/or viewpoint may be user-directed(e.g., change based on the user's interaction). A user-directed locationmay describe a location relative to the action and/or virtual realitycontent. In the second content mode, the user may be able to interactwith and/or impact behaviors of virtual entities and/or objectsrepresented in the virtual reality content. In some implementations, auser's experience and/or interactions in the second content mode mayaffect the user's experience in the first content mode.

In some implementations, system 10 may determine a third content mode.The third content mode may include one or more intermediary contentmodes. The intermediary content mode may define the flow of content, themanner in which the virtual reality content is presented to the user,the manner in which the user interacts with the virtual reality content,and/or other controls/information that may affect the user's experiencewith the virtual reality content. The intermediary content mode (e.g.,the third content mode) may be determined based on the body posture ofthe user and/or a change in the body posture of the user. In someimplementations, as the user changes body postures from the first bodyposture to the second body posture, an intermediary content mode may bedetermined. For example, if the user changes his body posture from alying body posture to a standing body posture, an intermediary contentmode may be determined while the user is making the transition from alying body posture to a standing body posture. In some implementations,the user may have a third body posture that includes an intermediarybody posture. For example, a first body posture of the user may be alying down (e.g., on his back, side, and/or stomach) posture and asecond body posture may be a standing posture such that a third bodyposture (e.g., an intermediary body posture) may include a sitting bodyposture. Continuing the example, the user may initiate a change incontent mode from the first content mode to the intermediary (e.g.,third) content mode by changing body postures from a lying body postureto a sitting body posture; and then initiate a change in content modefrom the intermediary content mode to the second content mode bychanging body postures from a sitting body posture to a standing bodyposture. In some implementations, intermediary virtual reality contentmay presented according to the intermediary content mode.

In some implementations, primary virtual reality content may includecontent dictated for consumption by the user. In some implementations,primary content may include passive virtual reality content. Passivevirtual reality content may include content that the user engages withby watching and/or viewing. Passive virtual reality content may not beself-directed by the user such that the passive virtual reality contentmay not be controllable by the user. In some implementations, thepassive virtual reality content may be less controllable and/or morerestrictive than the interactive virtual reality content. By way ofexample, primary virtual reality content may include one or more of anarrative, a story, a movie, and/or other passive virtual realitycontent. Thus, while experiencing the primary content (e.g., the passivevirtual reality content), the user may watch to see what happens in anarrative, change his views and/or fields of view (e.g., look around),lean in one or more directions to alter his viewpoint (e.g., withouttriggering a change in body postures), and/or use one or morecontrols/interfaces (e.g., a joystick) to alter his viewpoint. Secondaryvirtual reality content may include interactive virtual reality content.Interactive virtual reality content may include content that the userinteracts with by exploring, playing, conversing, controlling entitieswithin, impacting behaviors of entities within, manipulating objectswithin, and/or otherwise interacts with. Interactive virtual realitycontent may be self-directed by the user such that the interactivevirtual reality content may be impacted and/or controllable by the user.In some implementations, the interactive virtual reality content may bemore controllable and/or less restrictive than the passive virtualreality content. By way of example, secondary virtual reality contentmay include one or more of interactive narrative content, game content,experiential content, exploratory content, interactive characters and/orobjects, and/or other interactive virtual reality content. In someimplementations, the secondary virtual reality content may be associatedwith the primary content.

Intermediary virtual reality content may include one or more of primaryvirtual reality content, secondary virtual reality content, and/or othervirtual reality content. In some implementations, intermediary virtualreality content may include one or more user selectable options thatfacilitate the transition between primary virtual reality content andsecondary virtual reality content. In some implementations, theintermediary virtual reality content may include transition virtualreality content (e.g., slowing down and/or fading in/out of primaryand/or secondary virtual reality content, transporting contentdisplaying transportation from one location to another, and/or otherintermediary virtual reality content). The primary virtual realitycontent may or may not be paused responsive to the intermediary virtualreality content being presented. In a non-limiting use example,responsive to the user having a first body posture of lying, the primaryvirtual reality content presented may simulate flying though and viewingthe primary virtual reality content on a creator-dictated flight path.Continuing the non-limiting use example, when the user wants to initiatelanding so he can interact with the virtual space and/or virtual realitycontent, he may change body postures from a lying posture to a sittingposture changing the content mode to the intermediary content mode.Continuing the example, the intermediary virtual reality content and/orthe intermediary content mode may provide the user with various landingoptions (e.g., locations, types/methods of landing, and/or other landingoptions) and when the user lands within the virtual space, the user maychange body postures (e.g., in the real world) from a sitting bodyposture to a standing body posture to change content modes to the secondcontent mode such that the user may interact (e.g., explore and/orinteract at ground level) with the secondary virtual reality content.

By way of a non-limiting use example, a user may be sitting and watchingprimary virtual reality content according to the first mode. Continuingthe example, when the user stands up, the primary virtual realitycontent may pause and the user may be able to interact with it assecondary virtual reality content (e.g., the user doesn't leave theprimary content, it becomes interactive). By way of a secondnon-limiting use example, a user may be sitting and watching primarycontent and when the user stands up, the primary virtual reality contentmay change to include new, different, and/or additional secondaryvirtual reality content that the user may be able to interact with.

System 10 may be configured such that while the user's body posturecorresponds to the first body posture, primary virtual reality contentmay be displayed to a user according to the first content mode.Responsive to the user changing his body posture (e.g., from sitting tostanding), the first content mode may change to the second content mode.At such times the primary virtual reality content may or may not bepaused and the secondary virtual reality content may be displayed to theuser according to the second content mode. System 10 may be configuredto determine that a body posture of the user has changed from a firstbody posture to a second body posture. In some implementations, forexample, changing content modes may cause a variable slow down and/ordegree of transition of the virtual reality content based on aprogression of the change in body posture. The body posture of the user(e.g., the first body posture, the second body posture, the third bodyposture, and/or other body postures) may refer and/or correspond to aphysical position in which the user's body is oriented. For example, thebody posture of the user may include one or more of sitting, standing,reclining, kneeling, lifting one or more extremities (e.g., ahands-lifted body posture), laying, squatting, a position of one or moreextremities (e.g., hands in lap), a leaning body posture (e.g., forward,back, and/or to the side), a head position posture (e.g., the userturning his head to the side, up, and/or down), and/or other bodypostures. For example, the first body posture may include sitting and/orthe second body posture may include standing. In some implementations,for example, the first body posture may include standing with the user'shands at his side and/or the second body posture may include the userstanding with his hands slightly raised.

In some implementations, system 10 may be configured to determine handgestures, finger gestures, and/or other forms of body communication. Thedetermined hand gestures, finger gestures, and/or other forms of bodycommunication may be used to switch content modes in system 100, controlsystem 100, control the user's interaction with system 100, and/or forother control schemes of system 100.

By way of a non-limiting example, system 10 may be configured such thatthe virtual reality content is displayed to the user via a virtualreality headset and/or other head mounted display. In this example, theprimary virtual reality content may be passive virtual reality contentsuch as a story (e.g., 2D and/or 3D displayed content; captured video;2D and/or 3D generated content; digitally created characters, objects,and spaces; and/or algorithmically created content), and/or any otherprimary virtual reality content displayed to the user. The story and/orother passive virtual reality content may be displayed to the user whilethe user's body posture corresponds to a first body posture (e.g., theuser is sitting). Responsive to the user changing his body posture(e.g., from a sitting posture to a standing posture) and/or otherwisechanging body postures, system 10 may be configured to change thecontent mode and/or virtual reality content presented according to thecontent mode. The secondary virtual reality content may be determinedand/or adjusted by system 10 based on the user's progression through thepassive virtual reality content and/or story (e.g., as characters and/orobjects of interest are introduced in the story they may be added to thesecondary, and/or other virtual reality content). Responsive to the userchanging his body posture from the first body posture to the second bodyposture (e.g., from sitting to standing), the user may then able tointeract with in the secondary virtual reality content according to thesecond mode, and/or based on other information. In some implementations,for example, the user may interact with the secondary virtual realitycontent and then return his body posture back to the first body postureto return to the content presented back to the story, wherein the storyhas been adjusted to reflect the user's interaction with the secondaryvirtual reality content. In some implementations, while a user viewsprimary virtual reality content, system 10 may be configured to displaya “pop-up” cue indicating that the ability of the user to interact withthe virtual reality content (e.g., secondary virtual reality content) isavailable in a different (e.g., second) content mode. In someimplementations, the “pop-up” cue may indicate that the user shouldchange his body posture to correspond with the cue (e.g., the pop-up mayalert the user to stand-up). In some implementations, the “pop-up” cuemay highlight one or more objects and/or characters within the virtualreality content.

It should be noted that the word “story” as used herein is not intendedto be limiting. It may refer to any passive and/or narrative contentand/or experience that system 10 is capable of displaying to a user. Byway of non-limiting example, a story may be a movie.

In some implementations, system 10 may be configured such that a usermay create, customize, and/or adjust the virtual reality content, thecontent modes, the body postures used to determine the content modes,and/or other characteristics of system 10. The body posture of the usermay be used, in some implementations, to alter other control schemesand/or characteristics of the virtual reality content, the content mode,the virtual space, and/or other characteristics and features of system10.

In some implementations, system 10 may comprise one or more of a userinterface 14 (which may include a display 16 and/or other components asdescribed herein), sensor(s) 18, processor(s) 20, electronic storage 30,and/or other components. In some implementations, one or more componentsof system 10 may be included in a single computing device 12. In someimplementations, computing device 12 may be associated with the user.For example, computing device 12 may be owned by the user, carried bythe user, operated by the user, and/or associated with the user in otherways. Computing device 12 may include communication lines, or ports toenable the exchange of information with a network, and/or othercomputing platforms. Computing device 12 may include a plurality ofhardware, software, and/or firmware components operating together toprovide the functionality attributed herein to computing device 12.Computing device 12 may include, for example, a cellular telephone, asmartphone, a laptop, a tablet computer, a desktop computer, atelevision set-top box, a smart TV, a gaming console, a virtual realityheadset, a head mounted display, and/or other devices. In someimplementations, individual components of system 10 (e.g., display 16,sensor(s) 18) may be coupled to (e.g., wired to, configured towirelessly communicate with) computing device 12 without being includedin computing device 12.

In some implementations, computing device 12 may include one or morecomponents (e.g., hardware and/or software) configured to facilitatetracking the body posture of a user and/or other physical user movementsfor use by system 10. This may include, for example, rotational, bodypostural, and/or other types of user body tracking used in virtualreality experiences. System 10 may be configured such that a bodytracking system (e.g., a system configured for body postural tracking ofthe body such as head tracking, finger tracking, hand tracking, armtracking, leg tracking, trunk tracking, etc. which may be an opticaland/or camera based MOCAP system and/or a system that does not require acamera, a mechanical system, an inertial system, an acoustic system, amagnetic system, an optical system, resonance, and/or a radar system)and/or other devices (e.g., controllers) may be used to determine a bodyposture of a user and/or other physical movement information forsimulating a user's interaction with the virtual space and/or virtualreality content. This may include components configured to generateinformation related to a user's brain waves in real time that can beused by system 10 to control one or more aspects of the virtual space.

In some implementations, system 10 and sensor(s) 18 may determine one ormore body postures via a body tracking system according to one or moreimplementations of tracking technology. In some implementations, thebody tracking system, system 10, and/or sensor(s) 18 may includehardware that captures different types of video, (e.g., sometimes incombination with depth sensors) which is processed by system 10 todetermine posture. In some implementations, the body tracking system,system 10, and/or sensor(s) 18 may include hardware sensors thatcommunicate spatial location information via a wired and/or wirelessmethods which processed by system 10 to determine posture. In someimplementations, the body tracking system, system 10, and/or sensor(s)18 may include tracking marks on controllers and/or wearables that workwith system 10 to communicate spatial location via reflective dots thatare hit with lasers and/or other light based technology from multipleangles, and processed by system 10 to triangulate location. Theimplementations provided herein are not intended to be limiting and areintended to include future evolutions of tracking technology.

In some implementations, system 10 may include and/or be configured tointegrate and/or be used with one or more motion simulators (see e.g.,external resources 300 in FIG. 3). The motion simulators may simulatecamera movement (e.g., creator-dictated camera movement). For example, amotion simulator may include a motion simulated chair from which theuser may watch and/or view the primary virtual reality content. In someimplementations, motion simulators may include a floor and/or platformthat the user may walk, jog, and/or run around on to interact with thesecondary virtual reality content in the interactive (e.g., second)content mode. For example, the floor and/or platform may include anomnidirectional treadmill.

For example, in FIG. 2, computing device 12 is illustrated as a virtualreality headset that is worn on the head of a user 200. The virtualreality content may be presented to the user in a virtual space via adisplay included in the headset. The virtual reality headset may beconfigured such that a perception of a three-dimensional space iscreated by two stereoscopic movies, one generated for each eye, whichare each being rendered in real time and then displayed. The convergenceof these two movies in real time—one image to each eye (along with howthose views are reactive to viewer head rotation and body posture inspace)—may create a specific kind of immersive 3D effect and/or asensation of presence in a virtual world. Presenting the virtual realitycontent to the user in the virtual space may include presenting one ormore views of the virtual space to the user. In some content modes(e.g., the second content mode), users may participate in the virtualspace by interacting with content presented to the user in the virtualspace (e.g., the secondary virtual reality content).

The content presented to the user (e.g., the primary virtual realitycontent, the secondary virtual reality content, the intermediary virtualreality content, and/or other virtual reality content) may include oneor more of movies, stories, performances, virtual events, characters,objects, settings, collaborative projects including objects andsculptures, bonus material, chapter selection control, play controls,editing controls, user selectable options and/or controls, directorcommentary, a virtual tour of a set (e.g., a movie set), abehind-the-scenes tour (e.g., with the content creator physicallywalking a user through the scenes in the virtual space as an avatarand/or performance capture of some kind), game content (e.g., mini game,video game, etc.), stage plays, virtual phone calls, chat windows,communication windows of different varieties, algorithmically generatedcontent, animated content, flat and/or dimensionally capturedperformances and/or spaces, procedurally animated content, artificiallyintelligent animations, live and/or pre-recorded events, avatars ofother users (e.g., prerecorded and/or live), and/or other content. Thevirtual space may include objects that are usable within the virtualspace such as tools, food, a virtual currency, virtual clothing (e.g.,shirt, hat, pants, etc.), a vehicle, a pet, and/or other virtual itemsand/or goods.

In some implementations, (e.g., according to the second mode) a user mayinteract with the virtual reality content presented. For example, theuser may communicate with presented characters, and/or may sociallyinteract in other ways with virtual characters and/or other users in thevirtual space. Socially interacting may include communicating, chatting,playing a game, viewing virtual reality content, attending an event,and/or other socializing. This socializing may be taking place while thevirtual reality content is being displayed to the user, for example,such that multiple users may interact based on the same virtual realitycontent. In some implementations, in the second content mode, a user mayexplore the virtual space and/or play a game within the virtual space.Exploring the virtual space, for example, may include user-directedmovement through the virtual space such that the location and/orviewpoint of the user changes based on his movement.

In some implementations, the virtual reality content may be similarlypresented to the user via one or more screens, projection devices,three-dimensional image generation devices, light field imaging devicesthat project an image onto the back of a user's retina, virtual realitytechnology that utilizes contact lenses, virtual reality technology thatcommunicates directly with (e.g., transmits signals to and/or receivessignals from) the brain, and/or other devices configured to display thevirtual reality content to the user.

Views of the virtual space may correspond to a location in the virtualspace (e.g., a location in a scene of a story). The location may have atopography, express ongoing real-time interaction by one or more users,and/or include one or more objects body postured within the topographythat are capable of locomotion within the topography. In some instances,the topography may be a two-dimensional topography. In other instances,the topography may be a three-dimensional topography. The topography mayinclude dimensions of the space, and/or surface features of a surface orobjects that are “native” to the space. In some instances, thetopography may describe a surface (e.g., a ground surface) that runsthrough at least a substantial portion of the space. In some instances,the topography may describe a volume with one or more bodies bodypostured therein (e.g., a simulation of gravity-deprived space with oneor more celestial bodies body postured therein). The views of thevirtual space may be presented to the user such that a user may movethrough the virtual space and/or interact (e.g., according to the secondcontent mode) with the virtual space as the user would move through andinteract with a corresponding physical space. For example: a user maywalk, jog, and/or run through the virtual space; sit down; stand up;stop and observe an object in the virtual space; lookup/down/left/right/etc.; lean to look around an object in the virtualspace; and/or other movements and/or interactions.

The above description of the views of the virtual space is not intendedto be limiting. The virtual space may be expressed in a more limited, orricher, manner. For example, in some implementations, views determinedfor the virtual space may be selected from a limited set of graphicsdepicting an event in a given place within the virtual space. In someimplementations, views determined for the virtual space may includeadditional content (e.g., text, audio, pre-stored video content, and/orother content) that describes, augments, and/or overlays particulars ofthe current, previous, and/or future state of the place.

Returning to FIG. 1, as described above, the virtual reality content maybe presented to the user in a virtual space. In some implementations,the virtual space may be hosted by a server over a network, such as theInternet. The virtual space may be accessed by users via computingdevices, such as computing device 12 (e.g., computing device 12 may be aclient computing device). This may facilitate networked viewing ofvirtual reality content (e.g., a story). Multiple viewers (users) mayview the same virtual reality content together at the same time, but indifferent locations, with their own computing devices. In other words,users who are in different physical locations may enjoy the same virtualreality content at the same time and/or access a recording of an earliershared and/or saved experience and view it later. Such an implementationis illustrated in FIG. 3.

FIG. 3 illustrates a server 40 configured to communicate with computingdevice 12 via a network, in accordance with an implementation. In someimplementations, server 40 may be configured to provide the virtualspace by hosting the virtual space over a network, such as the Internet.Server 40 may include electronic storage, one or more processors,communication components, and/or other components. Server 40 may includecommunication lines, or ports to enable the exchange of information witha network and/or other computing platforms. Server 40 may include aplurality of hardware, software, and/or firmware components operatingtogether to provide the functionality attributed herein to server 40.For example, server 40 may be implemented by a cloud of computingplatforms operating together as server 40.

Server 40 may be configured to execute computer-readable instructionsfor implementing an instance of the virtual space and to facilitate theparticipation of one or more users in the virtual space. For example,server 40 may be configured such that one or more users may be presentedwith the same virtual reality content and/or have the same experiencewhile in the virtual space. In some implementations, server 40 may beconfigured such that one viewer in a networked and/or otherwise linkedgroup of viewers viewing the same content is designated as a leader andcontrols playback for the entire group, (e.g., automatically resumingplayback for individual user's computing devices when the leaderresumes). Server 40 may be configured such that the leader may alsoengage any other controls for the entire group, including but notlimited to program options and/or playback control beyond play and pausefunctions. In some implementations, server 40 may be configured suchthat, responsive to one or more individual users (the specific number ofusers may be pre-set by a content creator for example, and/or determinedin other ways) in a group of users viewing the same content changing hisbody posture, the content may be paused and/or resumed as appropriate.Individual users may access server 40 and/or the virtual space viacomputing device 12, for example. Server 40 may be configured tocommunicate virtual space information (e.g., streaming visualinformation, object/body posture information, and/or other information)to computing device 12 for presentation to the user and/or to otherclient computing platforms and/or other users. Server 40, computingdevice 12, and/or external resources 300 may be operatively linked viaone or more electronic communication links. For example, such electroniccommunication links may be established, at least in part, via a networksuch as the Internet and/or other networks. It will be appreciated thatthis is not intended to be limiting, and that the scope of thisdisclosure includes implementations in which server 40, computing device12, and/or external resources 300 may be operatively linked via someother communication media. In some implementations, the virtual spacemay include an “offline” version of the virtual space. For example, thevirtual space may be hosted locally on computing device 12.

External resources 300 may include sources of information that areoutside of system 10 (as shown in FIG. 1), external entitiesparticipating with system 10, motion simulators configured to integrateand/or be used with system 10, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 300 may be provided by resources included in system10.

Returning to FIG. 1, sensor(s) 18 may be configured to generate outputsignals conveying information related to a body posture of the user inphysical space and/or other information. The body posture of the usermay refer to a physical position in which the user's body is orientedand/or the physical position of the limbs and/or the carriage of theuser's body. In some implementations, body posture may include theposition of one or more extremities in relation to the body. Forexample, body posture may include one or more of sitting, standing,reclining, kneeling, lifting one or more extremities (e.g., ahands-lifted body posture), lying, squatting, a position of one or moreextremities (e.g., hands in lap), and/or other body postures. In someimplementations, body posture may include body language (e.g., a relaxedbody language and/or an interactive body language). In someimplementations, system 10 may implement a calibration procedure (e.g.,manual/prompted and/or automatic/unprompted) with sensor(s) 18 todetermine calibrations and/or thresholds for determining a given user'sbody posture (e.g., because two people may sit and/or standdifferently).

Sitting may be defined as a body posture in which the user's weight issupported by his thighs and/or buttocks. While sitting, a user's backmay be upright such that the user's thighs and the user's trunk form anangle less than 180 degrees. In some implementations, the user's thighsand trunk may form an angle between 70 degrees and 110 degrees whilesitting. By way of example, while sitting, the user's shoulders may bevertically aligned and/or close to aligned with the user's hips, and theuser's knees may be offset in front of the user. Standing may be definedas the user being in an upright posture on his feet. For example, whilestanding one or both of the user's feet, one or both of the user'sknees, the user's trunk, and/or one or both of the user's shoulders maybe aligned. When standing, the user's weight may be supported by theuser's feet.

Reclining may be defined as a body posture wherein one or more of theuser's thighs, buttocks, and/or back support the user's weight. In areclined posture, the user may lean and/or lay back in a relaxed postureagainst a sloping back support (e.g., a reclined chair). Kneeling mayinclude a body posture in which the user goes down onto and/or rests onone or more of his knees. While kneeling, the user's weight may besupported by one or more of the user's knees. Lifting one or moreextremities may include lifting one or more hands, arms, feet, legs,and/or other extremities into the air and/or from a resting posture.Raised hands may include hands that are moved up towards the user's headfrom a previous position at the user's hips, sides, in the user's lap,and/or other resting locations. Raised hands may be raised to, or abovethe user's shoulders, and/or between the user's shoulders and the user'ships when the user is standing. While sitting or reclining, raised handsmay include hands raised off of a user's lap, furniture, and/or otherresting surface. For example, a user may be able to change the contentmode while sitting, laying, and/or standing by raising and/or movingtheir hands and/or arms. By way of a non-limiting example, the user maybring their hands and/or arms into a ready and/or interactive posture(e.g., raised, in front of their body, and/or otherwise ready tointeract) from a resting posture to initiate a change in content modefrom passive to interactive. Continuing the non-limiting example,responsive to the user returning to their hands and/or arms to a restingposture, the content mode may change back to a passive content mode.

A lying body posture may include a horizontal position of the user'sbody. In some implementations, a user may lie horizontally on theirback, stomach, and/or side in a resting position and/or interactiveposition. By way of non-limiting example, the user may have lying downposture while experiencing primary virtual reality content according tothe first mode (e.g., flying through a story) and may raise his armsand/or hands to initiate the second content mode and interact with thesecondary virtual reality content. A squatting body posture may includea crouched body position. While squatting, a user may be on his feetwith his knees bent such that the buttocks rest on or near the user'sheels.

FIGS. 4A-4C illustrate first body postures and second body postures ofuser 400, in accordance with some implementations. User 400 may be thesame as or similar to user 200 illustrated in FIG. 2. In someimplementations, as illustrated in FIG. 4A, a first body posture 402A ofuser 400A may include sitting. In some implementations, for example,User 400 may sit on a stool, chair, bench, floor, and/or other sittingsurface (e.g., not pictured in FIG. 4A, see e.g., FIG. 4B chair 405). Asecond body posture 404A of user 400A may include standing. As such,responsive to user 400A having a first body posture 402A, primaryvirtual reality content may be presented to user 400A according to afirst content mode. User 400A may change his body posture from firstbody posture 402A to second body posture 404A by lifting his buttocksand/or shifting his weight to be supported by his feet, in accordancewith the direction of arrows 403A. Responsive to user 400A changing hisbody posture from first body posture 402A to second body posture 404A,the content mode may change and/or the secondary virtual reality contentmay be presented to user 400A according to a second content mode.

In some implementations, as illustrated in FIG. 4B, a first body posture402B of user 400B may include user 400B reclining. In someimplementations, User 400B may be reclining in chair 405. A second bodyposture 404B of user 400B may include user 400B sitting such that hisback is upright instead of leaning back in a reclined position. In someimplementations, User 400B may be sitting upright in chair 405. As such,responsive to user 400B having a first body posture 402B, the primaryvirtual reality content may be presented to the user according to afirst content mode. User 400B may change his body posture from firstbody posture 402B to second body posture 404B by bringing his shouldersforward such that his back is mostly upright, in accordance with thedirection of arrow 403B. Responsive to user 400B changing his bodyposture from first body posture 402B to second body posture 404B, thecontent mode may change and/or the secondary virtual reality content maybe presented to user 400B according to a second content mode.

In some implementations, as illustrated in FIG. 4C, a first body posture402C of user 400C may include user 400C standing with his hands at hisside. A second body posture 404C of user 400A may include user 400Cstanding with his hands raised and/or lifted. As such, responsive touser 400C having a first body posture 402C, the primary virtual realitycontent may be presented to the user according to a first content mode.User 400C may change his body posture from first body posture 402C tosecond body posture 404C by raising his hands and/or arms in accordancewith the direction of arrow 403C. Responsive to user 400C changing hisbody posture from first body posture 402C to second body posture 404C,the content mode may change and/or the secondary virtual reality contentmay be presented to user 400C according to a second content mode.

Returning to FIG. 1, sensor(s) 18 may be configured to generate outputsignals conveying information related to any number of different bodypostures, positions, and/or orientations of the user. In someimplementations, sensor(s) 18 may include one or more of a GPS sensor, agyroscope, an accelerometer, an altimeter, a compass, a camera-basedsensor (e.g., used in connection with, a magnetic sensor, an opticalsensor, an infrared sensor, a radar sensor, a motion-tracking sensor, aninertial sensor, a CCB sensor, an eye-tracking sensor, a facial-trackingsensor, a body-tracking sensor (e.g., one or more arm-, hand-, leg-,and/or foot-tracking sensors and/or other tracking sensors), and/orother sensors. It should be noted that the description of sensor(s) 18provided herein is not intended to be limiting. Rather, the descriptionof sensor(s) 18 is intended to include future evolutions of sensorand/or controller technology.

User interface 14 may be configured to provide an interface betweensystem 10 and the user through which the user may provide information toand receive information from system 10. This enables data, cues,results, and/or instructions and any other communicable items,collectively referred to as “information,” to be communicated betweenthe user and system 10. By way of a non-limiting example, user interface14 may be configured to display the virtual reality content to the user.Examples of interface devices suitable for inclusion in user interface14 include a touch screen, a keypad, touch-sensitive and/or physicalbuttons, switches, a keyboard, knobs, levers, a display (e.g., display16), speakers, a microphone, an indicator light, a printer, and/or otherinterface devices. In some implementations, user interface 14 includes aplurality of separate interfaces (e.g., multiple displays 16). In someimplementations, user interface 14 includes at least one interface thatis provided integrally with processor(s) 20. In some implementations,user interface 14 may be included in computing device 12 (e.g., adesktop computer, a laptop computer, a tablet computer, a smartphone, avirtual reality headset, etc.) associated with an individual user. Insome implementations, user interface 14 may be included in a firstcomputing device (e.g., a virtual reality headset) that is locatedremotely from a second computing device (e.g., server 40 shown in FIG.3).

It is to be understood that other communication techniques, eitherhard-wired or wireless, are also contemplated by the present disclosureas user interface 14. For example, the present disclosure contemplatesthat user interface 14 may be integrated with a removable storageinterface provided by electronic storage 30. In this example,information may be loaded into system 10 from removable storage (e.g., asmart card, a flash drive, a removable disk) that enables the user tocustomize the implementation of system 10. Other exemplary input devicesand techniques adapted for use with system 10 as user interface 14include, but are not limited to, an RS-232 port, an RF link, an IR link,a modem (telephone, cable or other), a USB port, Thunderbolt, aBluetooth connection, and/or other input devices and/or techniques. Inshort, any technique for communicating information with system 10 iscontemplated by the present disclosure as user interface 14.

Display 16 may be configured to present the virtual reality content tothe user. Display 16 may be configured to present the virtual realitycontent to the user according to content modes. Content modes may definethe manner in which the virtual reality content is presented to theuser, the manner in which the user interacts with the virtual realitycontent, and/or other controls/information that may affect the user'sexperience with the virtual reality content. Display 16 may becontrolled by processor(s) 20 to present the virtual reality content tothe user such that the presented virtual reality content includesprimary virtual reality content, secondary virtual reality content,intermediary virtual reality content, and/or other virtual realitycontent that may be presented according to one or more content modes.Display 16 may include one or more screens, projection devices,three-dimensional image generation devices, light field imaging devicesthat project an image onto the back of a user's retina, virtual realitytechnology that utilizes contact lenses, virtual reality technology thatcommunicates directly with (e.g., transmitting signals to and/orreceiving signals from) the brain, and/or other devices configured todisplay the virtual reality content to the user. The one or more screensand/or other devices may be electronically and/or physically coupled,and/or may be separate from each other. As described above, in someimplementations, display 16 may be included in a virtual reality headsetworn by the user. In some implementations, display 16 may be a singlescreen and/or multiple screens included in a computing device 12 (e.g.,a cellular telephone, a smartphone, a laptop, a tablet computer, adesktop computer, a television set-top box/television, smart TV, agaming system, a virtual reality headset, and/or other devices). In someimplementations, display 16 may include a plurality of screensphysically arranged about a user such that when a user looks indifferent directions, the plurality of screens presents individualportions (e.g., that correspond to specific view directions and/orfields of view) of the virtual reality content to the user on individualscreens.

Processor(s) 20 may be configured to provide information processingcapabilities in system 10. Processor(s) 20 may communicate wirelesslywith user interface 14, sensor(s) 18, electronic storage 30, externalresources not shown in FIG. 1, and/or other components of system 10. Insome implementations, processor(s) 20 may communicate with userinterface 14, sensor(s) 18, electronic storage 30, external resourcesnot shown in FIG. 1, and/or other components of system 10 via wires. Insome implementations, processor(s) 20 may be remotely located (e.g.,within server 40 shown in FIG. 3) relative to user interface 14,sensor(s) 18, electronic storage 30, external resources not shown inFIG. 1, and/or other components of system 10.

Processor(s) 20 may be configured to execute computer programcomponents. The computer program components may be configured to enablean expert and/or user to interface with system 10 and/or provide otherfunctionality attributed herein to user interface 14, sensor(s) 18,electronic storage 30, and/or processor(s) 20. The computer programcomponents may include a body posture component 22, a content modecomponent 24, a display component 26, an interaction component 28,and/or other components.

Processor(s) 20 may comprise one or more of a digital processor, ananalog processor, a digital circuit designed to process information, ananalog circuit designed to process information, a state machine, and/orother mechanisms for electronically processing information. Althoughprocessor(s) 20 is shown in FIG. 1 as a single entity, this is forillustrative purposes only. In some implementations, processor(s) 20 maycomprise a plurality of processing units. These processing units may bephysically located within the same device (e.g., a server, a desktopcomputer, a laptop computer, a tablet computer, a smartphone, a virtualreality headset, and/or other computing devices), or processor(s) 20 mayrepresent processing functionality of a plurality of devices operatingin coordination (e.g., a plurality of servers, a server and a computingdevice 12). Processor(s) 20 may be configured to execute components 22,24, 26, and/or 28 by software; hardware; firmware; some combination ofsoftware, hardware, and/or firmware; and/or other mechanisms forconfiguring processing capabilities on processor(s) 20.

It should be appreciated that although components 22, 24, 26, and 28 areillustrated in FIG. 1 as being co-located within a single processingunit, in implementations in which processor(s) 20 comprises multipleprocessing units, one or more of components 22, 24, 26, and/or 28 may belocated remotely from the other components (e.g., such as within server40 shown in FIG. 3). The description of the functionality provided bythe different components 22, 24, 26, and/or 28 described herein is forillustrative purposes, and is not intended to be limiting, as any ofcomponents 22, 24, 26, and/or 28 may provide more or less functionalitythan is described. For example, one or more of components 22, 24, 26,and/or 28 may be eliminated, and some or all of its functionality may beprovided by other components 22, 24, 26, and/or 28. As another example,processor(s) 20 may be configured to execute one or more additionalcomponents that may perform some or all of the functionality attributedbelow to one of components 22, 24, 26, and/or 28. In someimplementations, one or more of components 22, 24, 26, and/or 28 may beexecuted by a processor incorporated in a remotely located server,and/or other components of system 10.

Body posture component 22 may be configured to determine the bodyposture of the user based on the output signals from sensor(s) 18 and/orbased on other information. The body posture of the user may refer to aphysical position in which the user's body is oriented and/or thephysical position of the limbs and/or the carriage of the user's body asdescribed herein. Determining the body posture of the user based on theoutput signals may include determining when the body posture of the userchanges (e.g., a user may change his body posture from the first bodyposture to the second body posture). Determining when the body postureof the user changes may include determining a point at which at leastone parameter of the user's body posture falls outside of the parametersa first body posture, second body posture, and/or third body posture andwithin the parameters of another body posture (e.g., the first bodyposture, the second body posture, the third body posture, and/or otherbody postures). One or more thresholds may define a point at which achange in body posture is determined. In some implementations, a deltaand/or change in a user's body posture may be used determine when thebody posture of a user changes. The delta may be large enough to enablea user to move around a little bit. For example, a user may slightlymove (e.g., lean one or more directions, adjust their body, and/or makeother movements) without triggering (e.g., causing the system todetermine) a change in body posture.

For example, the user's body posture may change from sitting to standingat the moment a majority of the user's weight (e.g., detected based onsignals related to pressure and/or other output signals) is supported bythe user's feet. By way of another example, the user's body posture maychange from sitting to standing at the moment the user's hips verticallyalign, and/or approach vertical alignment, with the user's shoulders(e.g., detected based on signals from one or more body position/posturesensors), and the user is on his feet. By way of another example, theuser's body posture may change from sitting to standing at the momentthe user lifts his buttocks in an upward and/or forward motion (e.g.,detected based on signals related to motion and/or other outputsignals). In some implementations, for example, a user's body posturemay change from reclining to sitting up when the angle between theuser's thighs and trunk changes from greater than 110 degrees to inbetween 70 degrees and 110 degrees (e.g., detected based on signalsrelated to motion, position, and/or other output signals). In someimplementations, for example, a user's body posture may change fromstanding with his hands at his side to the user standing with his handsslightly raised when the user's hands are lifted in an upward motion(e.g., detected based on signals related to motion, position, and/orother output signals). Other non-limiting examples for detecting when auser's body position changes and/or determining a change in content modemay include: detection systems and/or components that use the bodylanguage of the user; detection systems and/or components that use acombination of inputs involving silhouette, body language, momentuminformation, degree of lean, amount of body weight supported by a user'sfeet versus his posterior, and/or height; detection systems and/orcomponents using established sitting or standing boundaries (e.g.,thresholds) in the real world; and/or other detection and/ordetermination systems and/or components.

Content mode component 24 may be configured to determine a content modebased on the body posture of the user (e.g., the body postureddetermined by body posture component 122). Content mode component 24 maybe configured to determine a content mode according to which displaycomponent 26 may cause display 16 to present the virtual reality contentto the user. The content mode may define the manner in which the virtualreality content is presented to the user, the manner in which the userinteracts with the virtual reality content, and/or othercontrols/information that may affect the user's experience with thevirtual reality content. In some implementations, primary virtualreality content may be presented to the user according to the firstcontent mode. The first content mode may include a passive content modewherein the primary virtual reality content that is presented to theuser according to the first content mode may include passive virtualreality content as further described herein. In some implementations,secondary virtual reality content may be presented to the user accordingto the second content mode. The second content mode may include aninteractive content mode wherein the secondary virtual reality contentpresented to the user according to the second content mode may includeinteractive virtual reality content as further described herein. In someimplementations, the intermediary virtual reality content may bepresented to the user according to a third (e.g., intermediary contentmode).

In some implementations, content mode component 24 may be configuredsuch that a user may change his content mode by using one or morecontrols provided via user interface 14 and/or other controls. Forexample, the user may use a pointer (a physical pointer such as a mouseand/or other pointer and/or a virtual pointer displayed in the virtualspace), a gaming-type controller, and/or other controllers to indicatehis desire to change content modes. In some implementations, the one ormore controls provided via user interface 14 may include gesture-basedcontrols (e.g., swiping; pinching; expanding a pinch; moving a hand,arm, and/or other body parts; making a specific motion with a body part;etc.)

Display component 26 may be configured to cause display 16 to presentprimary virtual reality content, secondary virtual reality content,intermediary virtual reality content, and/or other virtual realitycontent to the user. Primary virtual reality content, secondary virtualreality content, intermediary virtual reality content, and/or othervirtual reality content may include augmented reality content. Displaycomponent 26 may be configured to cause display 16 to present theprimary virtual reality content, the secondary virtual reality content,intermediary virtual reality content, and/or other virtual realitycontent according to the determined content mode. Primary virtualreality content may include passive virtual reality content as describedherein. For example, primary virtual reality content may include one ormore of movies, stories, narratives, performances, virtual events,simulated physical world settings, characters, objects, collaborativeprojects including objects and sculptures, bonus material, chapterselection control, editing controls, director commentary, a virtual tourof a (e.g., movie) set, a behind-the-scenes tour (e.g., with the contentcreator physically walking a user through the scenes in the virtualspace as an avatar and/or performance capture of some kind), stageplays, algorithmically generated content, animated content, flat and/ordimensionally captured performances and/or spaces, procedurallygenerated animated content, artificially intelligent animations, liveand/or pre-recorded events, avatars of other users (e.g., prerecordedand/or live), and/or other virtual reality content that may be presentedto the user from a creator dictated location. The creator dictatedlocation may describe a location relative to the action and/or virtualreality content.

Secondary virtual reality content may include interactive virtualreality content such as, for example, interactive narratives,interactive movies, interactive stories, virtual events, video games,interactive games, simulated physical world settings, characters,objects, collaborative projects including objects and sculptures, bonusmaterial, interaction/movement controls, game controls, virtual phonecalls, chat windows, communication windows of different varieties,algorithmically generated content, animated content, flat and/ordimensionally captured performances and/or spaces, procedurallygenerated animated content, artificially intelligent animations, liveand/or pre-recorded events, avatars of other users (e.g., prerecordedand/or live), and/or other virtual reality content that a user mayinteract with.

Display component 26 may be configured to facilitate a user experiencebetween the user and the virtual reality content presented. The userexperience may be facilitated based on the content mode. Facilitatingthe user experience may include causing the display (e.g., display 16)to present the virtual reality content according to the content mode. Insome implementations, responsive to the body posture of the usercorresponding to the first body posture, the first content mode may bedetermined. Based on the first content mode being determined, displaycomponent 26 may be configured to present the primary virtual realitycontent to the user according to the first content mode via display 16.In some implementations, responsive to the body posture of the usercorresponding to the second body posture, the second content mode may bedetermined. As such, the content mode determined by content modecomponent 24 may change from the first content mode to the secondcontent mode such that display component 26 may be configured to presentthe secondary virtual reality content to the user according to thesecond content mode. By way of example, the first user's body posturemay include sitting and the second user body posture may includestanding. In some implementations, display component 26 may beconfigured to cause display 16 to pause the presentation of the primaryvirtual reality content responsive to the body posture of the userchanging from the first body posture to the second body posture (e.g.,sitting to standing, reclining to sitting, standing with hands at thesides to standing with hands raised/lifted, and/or other body postures).In some implementations, responsive to the body posture of the userchanging from the second body posture back to the first body posture,display component 26 may cause the presentation of the primary virtualreality content to be resumed based on a determination by content modecomponent 24 such that the content mode is changed from the secondcontent mode to the first content mode.

In some implementations, system 10 may be configured such that a usermay manually pause the presentation of the primary and/or secondaryvirtual reality content (e.g., via user interface 14). For example,system 10 may be configured such that a user may pause, stop, play,rewind, and/or otherwise have typical video playback control over the(primary, secondary, intermediary, etc.) virtual reality content viauser interface 14. In some implementations, primary virtual realitycontent may be displayed with and/or at the same time as secondaryvirtual reality content.

In some implementations, the first content mode and/or the secondcontent mode may be available throughout the duration of thepresentation of the virtual reality content. In some implementations,the second content mode may be available at various points during theduration of the presentation of the virtual reality content. Displaycomponent 26 may be configured to cause display 16 and/or othercomponents of system 10 to provide one or more sensory cues (e.g., anicon display) to the user responsive to an available change in contentmodes (e.g., where the second, interactive content mode may beavailable). For example, an icon displayed may indicate a change inposture the user should replicate and/or another call to action tochange the content mode and cause interactive virtual reality content(e.g., secondary virtual reality content) to be presented. Displaycomponent 26 may be configured to cause display 16 and/or othercomponents of system 10 to provide a sensory cue(s) to the userresponsive to the primary virtual reality content progressing to one ormore predefined points where secondary virtual reality content may beavailable and/or the content mode may be switched from the first contentmode to the second content mode.

In some implementations, the one or more sensory cues may comprise apause in the primary virtual reality content, a slowing to a stop of theprimary virtual reality content, a visually perceptible darkening of theprimary virtual reality content, an icon within the primary and/orsecondary virtual reality content, and/or other visual cues. Forexample, system 10 may be configured to display a story (e.g., primaryvirtual reality content) to the user while the user is sitting. Whilewatching the story (e.g., a movie), an icon (e.g., an elf and/or othercharacter/icon) may be presented within the virtual space. When the userstands, the story may be paused and/or the user may be able to interactwith secondary virtual reality content (e.g., by playing a game,exploring the virtual reality content, influencing the virtual realitycontent, and/or otherwise interacting with the virtual reality content).In some implementations, display component 26 may be configured to causeother sensory cues (e.g., via other components of user interface 14,and/or external resources 300 (as shown in FIG. 3)) to be provided tothe user. Other sensory cues may include other visual cues (e.g., aflashing visual indicator that is part of user interface 14), auditorycues, somatosensory cues (e.g., tactile cues such as a virtual realityheadset vibration, vibration of a surface the user is physicallystanding on, etc.), olfactory cues (e.g., a scent produced by externalresources 300), haptic feedback, climate adjustment cues (e.g., heatedand/or cooled air delivered to the user), weather-related cues (e.g.,changes in virtual weather from one weather condition to another such assun, rain, wind, snow, sleet, etc.), motion simulation (e.g., as from amotion simulator) and/or actual physical motion cues (e.g., physicallyrotating and/or otherwise moving in different directions by controllingexternal equipment associated with system 10), and/or other sensorycues. In some implementations, display component 26 may be configured tocause display 16 and/or other components of system 10 to vary anintensity of an individual cue and/or provide more than one cue at atime.

In some implementations, such as when computing device 12 is a virtualreality headset, display component 26 may be configured to cause display16 to stop and/or pause presenting the virtual reality content to theuser responsive to the user removing the virtual reality headset fromhis head. For example, sensor(s) 18 may be configured to generate outputsignals that convey information that indicates whether the user iswearing the virtual reality headset. Display component 26 may beconfigured to cause display 16 to cease presenting the virtual realitycontent responsive to the information conveyed by the output signalsindicating that the user is no longer wearing the virtual realityheadset.

In some implementations, display component 26 may be configured to causedisplay 16 to resume (e.g., automatically) presenting the virtualreality content to the user responsive to the user replacing the virtualreality headset on his head. The virtual reality content may resume fromthe point where it left off when the headset was removed. In someimplementations, display component 26 may be configured to cause display16 to automatically present the virtual reality content to the userresponsive to the user placing the virtual reality headset on his headfor the first time. In some implementations, the virtual reality contentmay re-start from the beginning of the virtual reality content, re-startfrom where it left off when the headset was removed, re-start from acontent creator specified start point, and/or from other points. Thismay be defined by the content creator, for example.

Interaction component 28 may be configured to facilitate a userexperience between the user and the secondary virtual reality content.Facilitating the user experience between the user and the secondaryvirtual reality content based on the second content mode may includefacilitating one or more interactions between the user and the secondaryvirtual reality content interaction between the user and the secondaryvirtual reality content responsive to the second content mode beingdetermined by content mode component 24. The secondary virtual realitycontent may be presented according to the second content mode such thatthe user may interactively experience (e.g., via moving around, walking,running, flying, exploring, playing, etc.) the secondary virtual realitycontent. Interactively experiencing the secondary virtual realitycontent may include viewing and/or interacting with the secondaryvirtual reality content from a user-directed location and/or viewpoint(e.g., a viewpoint that changes based on the user's interaction), and/orimpacting behaviors of entities represented in the secondary virtualreality content. In some implementations, interaction in the secondcontent mode may include facilitating control of virtual space entities(characters, objects, etc.), control of simulated physical phenomena(e.g., wind, rain, earthquakes, and/or other phenomena), control of ascene and/or a setting in the virtual space, and/or control over otherelements included in the secondary virtual reality content, within thevirtual space, and/or other virtual reality content presented to theuser.

Interaction may include conversing (e.g., textual chatting, voicecommunication, etc.) with and/or otherwise socializing with virtualcharacters such as avatars, other characters, and/or other users. Forexample, interaction component 28 may be configured to facilitatecommunication via chat applications that utilize pop-up windows and/orpop-up avatars, pop-up point cloud video chat, and/or otherwise to allowa user to quickly respond to social media messages, and/or take a “phonecall” and then automatically resume viewing content when finished. Insome implementations, interacting with “off stage” characters may be anout of narrative (e.g., primary virtual reality content) function.Interaction may include moving, creating, and/or customizing objectsand/or other elements in the virtual space by the user (e.g., based oninformation received via computing device 12 and/or other information).

Interaction may include participating in an instance of the virtualspace (e.g., a scene in a story) by controlling one or more availableuser controlled entities in the virtual space. Such control may beexercised through control inputs and/or commands input by the userthrough computing device 12, for example. Interaction may includeexploring one or more areas of the virtual space. Interaction mayinclude interacting and/or impacting behaviors of a specific character,object, and/or location in the virtual space; making facial expressionsthat express an attitude toward a specific character, object, and/orlocation in the virtual space; and/or other interaction (e.g.,determined based on output signals from eye tracking, facial tracking,brain wave, body tracking sensors, and/or other sensors included insensor(s) 18).

Interaction component 28 may be configured such that interactionincludes handshakes, exchanges of goods, physical fights, sideadventures with a particular character, travel and/or flight withcharacters and/or objects, moving objects and/or characters, knockingthings over, picking things up, damaging objects in the virtual space,creating graffiti, blasting the objects, characters, and/or otherfeatures of the virtual space with different elements such as forces ofnature (e.g., wind, rain, snow, fire, etc.) and/or other elements,solving puzzles, taking notes, storing found objects, altering thevirtual space in any way, causing system 10 to replay a particularportion of virtual reality content, causing system 10 to rewind thevirtual reality content to a particular point in time, and/or otherinteraction. In short, any control of the virtual space, communicationwith characters in the virtual space, creation and/or customization ofobjects in the virtual space, movement within the virtual space (e.g.,moving to and/or through any particular portion and/or view of thevirtual space such as flying through a cave), a change of virtualenvironment altogether, an interaction and/or movement that has adynamic active and/or passive effect on the virtual space and/orcharacters within the virtual space, collaborative projects (e.g.,collaborative story experiences and/or future forward interactive(including collaborative) story editing and/or creating experiences),and/or other interaction may be facilitated by interaction component 28.

In some implementations, interaction component 28 may be configured toadjust the primary virtual reality content presented to the user basedon interaction between the user and the secondary virtual realitycontent in the second content mode, and/or based on other information.For example, the storyline of a primary virtual reality contentnarrative (e.g., a story and/or movie) may be adjusted based on andexperience and/or interaction between the user and secondary virtualreality content. In some implementations, interaction component 28 maybe configured to adjust the secondary virtual reality content presentedto the user based on a progression of the user through the primaryvirtual reality content (e.g., progression through a story watched bythe user) and/or other information.

By way of a non-limiting example, the primary virtual reality contentmay be presented to the user according to the first content mode suchthat the user may be able to watch the primary virtual reality contentfrom a creator dictated location while the user is sitting. If the userwants to interact with secondary virtual reality content associated withthe primary virtual reality content (e.g., interact with the virtualspace presented in the narrative and/or other passive virtual realitycontent), the user may stand. Responsive to the user standing, thesecond content mode may be determined and the content mode may changefrom the first content mode to the second content mode such thatsecondary virtual reality content is presented to the user. The user mayexperience and/or interact with the secondary virtual reality content(e.g., by interactively exploring a virtual space associated with and/orcorresponding to a scene presented in the narrative) until he wants tosit back down causing the primary content to resume presentation.

By way of a second non-limiting example, the primary virtual realitycontent may be a story (e.g., a movie) and the secondary virtual realitycontent may be a video game and/or mini-game that takes place on anexpanded set of the primary virtual reality content story. The expandedset of the video game and/or mini-game may change over time as the userprogresses through the primary virtual reality content story, forexample. Or, vice versa, as the user progresses through the video gameand/or mini game, changes to the primary virtual reality content storyare made that reflect progress through the game. As such, the story maybe presented to the user according to the first content mode such thatthe user may be able to watch the story while the user is sitting. Ifthe user wants to play the video game and/or mini-game, the user maystand up and/or otherwise change his body posture. Other non-limitingexamples are contemplated.

Customization, and/or adjustment of the virtual reality content modes,the virtual reality content, the body posture(s), and/or othercharacteristics of system 10 may include coupling and/or defining one ormore body postures to correspond with one or more specific content modesand/or virtual reality content; creating virtual reality content (e.g.,characters, objects, a scene, etc.); customizing and/or adjusting anappearance of virtual reality content; customizing and/or adjustingactions performed by virtual reality content; creating, adjusting,and/or customizing relationships and/or transitions between the firstcontent mode and the second content mode; specifying the type of sensorycue(s) used to indicate to a user that another content mode may beavailable, specifying an intensity level of the sensory cue(s) so thatthe sensory cue is adjusted to the user's liking, and/or other creation,customization, and/or adjustment of virtual reality content and/or othercomponents of system 10. In some implementations, interaction component28 may be configured such that a user may create, customize, and/oradjust within previously determined parameters for creating,customizing, and/or adjusting (e.g., the previously determinedparameters determined by a content creator at manufacture/duringsoftware creation).

Electronic storage 30 may comprise electronic storage media thatelectronically stores information. The electronic storage media of theelectronic storage may include one or both of storage that is providedintegrally (i.e., substantially non-removable) with the respectivedevice and/or removable storage that is removably connectable to therespective device. Removable storage may include for example, a port ora drive. A port may include a USB port, a firewire port, and/or otherport. A drive may include a disk drive and/or other drive. Electronicstorage may include one or more of optically readable storage media(e.g., optical disks, etc.), magnetically readable storage media (e.g.,magnetic tape, magnetic hard drive, floppy drive, etc.), electricalcharge-based storage media (e.g., EEPROM, RAM, etc.), solid-statestorage media (e.g., flash drive, etc.), and/or other electronicallyreadable storage media. The electronic storage may include one or morevirtual storage resources (e.g., cloud storage, a virtual privatenetwork, and/or other virtual storage resources). Electronic storage maystore files, software algorithms, information determined by processor(s)20, and/or other information that enables the respective devices tofunction as described herein.

FIG. 5 illustrates an implementation of a method 500 for presentingvirtual reality content to a user, in accordance with an implementation.The operations of method 500 presented below are intended to beillustrative. In some implementations, method 500 may be accomplishedwith one or more additional operations not described, and/or without oneor more of the operations discussed. Additionally, the order in whichthe operations of method 500 are respectively illustrated in FIG. 5 anddescribed below is not intended to be limiting.

In some implementations, method 500 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 500 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 500.

At an operation 502, output signals may be generated. The output signalsmay convey information related to a body posture of the user in physicalspace. The body posture may include a first body posture and/or a secondbody posture. The first body posture may correspond to the user sittingand/or the second body posture may correspond to the user standing. Insome implementations, operation 502 may be performed by one or moresensors that are the same as or similar to sensor(s) 18 (shown in FIG. 1and described herein).

At an operation 504, a body posture of the user may be determined. Thebody posture of the user may be determined based on the output signalsand/or other information. In some implementations, operation 504 may beperformed by a computer processor component that is the same as orsimilar to body posture component 22 (shown in FIG. 1 and describedherein).

At an operation 506, a content mode may be determined. The content modemay be determined based on the body posture of the user. Content modesmay define the manner in which the virtual reality content is presentedto the user, the manner in which the user interacts with the virtualreality content, and/or other controls/information that may affect theuser's experience with the virtual reality content. The virtual realitycontent may include primary virtual reality content that is presented tothe user according to a first content mode and/or secondary virtualreality content that is presented to the user according to a secondcontent mode. In some implementations, for example, the first contentmode may be a passive content mode and/or the second content mode may bean interactive content mode. Operation 506 may be performed by computerprocessor components that are the same as or similar to content modecomponent 24 (shown in FIG. 1 and described herein).

At operation 508, a user experience may be facilitated based on thecontent mode. The user experience may be facilitated by causing thedisplay to present the virtual reality content. The content may bepresented according to the determined content mode. For example, thefirst content mode may be determined responsive to the body posture ofthe user corresponding to the first body posture (e.g., sitting).Responsive to the first content mode being determined, the primaryvirtual reality content may be presented to the user according to thefirst content mode. The second content mode may be determined responsiveto the body posture of the user corresponding to the second body posture(e.g., standing). Responsive to the second content mode beingdetermined, the secondary virtual reality content may be presented tothe user according to the second content mode.

For example, the primary virtual reality content may be passive virtualreality content such as a story (e.g., a three-dimensional movie) and/orthe secondary virtual reality content may be interactive virtual realitycontent associated with the story (e.g., views/scenes from a story thatmay be explored, characters and/or objects from the story that the usermay interact with, interactive virtual reality content with music and/ora soundtrack from the story, a game associated with the story, etc.).The virtual reality content for display to the user may be obtained fromelectronic storage, via external resources not included in system 10(e.g., a server), and/or from other sources.

For example, the primary virtual reality content may include passivevirtual reality content such as a music video and/or the secondaryvirtual reality content may be interactive virtual reality contentassociated with the music video such that the user may interact with themusic video by changing his body posture from a first body posture to asecond body posture. In some implementations, the virtual realitycontent may be obtained from the internet.

In some implementations, facilitating a user experience between the userand the virtual reality content presented may include causing a displayto present the virtual reality content according to a determined contentmode. In some implementations, the display may be included in a virtualreality headset worn by the user. The display may be caused to displaythe virtual reality content based on the determined content mode and/orthe user's body posture such that the primary virtual reality contentmay be presented to the user responsive to the user's body posturecorresponding to a first body posture and/or the secondary virtualreality content may be presented to the user responsive to the user'sbody posture corresponding to a second body posture. In someimplementations, facilitating a user experience between the user and thesecondary virtual reality content presented may include facilitatinginteraction between the user and the second virtual reality content.Operation 508 may be performed by computer processor components and adisplay that are the same as or similar to body posture component 22,content mode component 24, display component 26, interaction component28, and/or display 16 (shown in FIG. 1 and described herein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation. Asanother example, the present disclosure contemplates that technologicaladvances in display technology such as light field imaging on the backof a retina, contact lens displays, and/or a display configured tocommunicate with (e.g., transmit signals to and/or receive signals from)a user's brain fall within the scope of this disclosure.

What is claimed is:
 1. A system configured to present content to a userbased on body posture, the system comprising: one or more sensorsconfigured to generate output signals conveying information indicating abody posture of the user in physical space, the body posturerepresenting a physical position of a body and/or one or moreextremities of the user; a display that presents the content to the useraccording to content modes that define the manner in which the contentis presented to the user and/or the manner in which the user interactswith the content, wherein the content includes virtual reality contentand/or augmented reality content, wherein presentation of the virtualreality content via the display visually simulates presence of the userwithin a virtual space that is fixed relative to physical space, whereinpresentation of the augmented reality content visually simulates virtualobjects superimposed within a real world view of the physical spacedetermined by a view direction of the user, the content comprising firstcontent that is presented to the user according to a first content modeand second content that is presented to the user according to a secondcontent mode, wherein the first content is presented to the userresponsive to the body posture of the user corresponding to a first bodyposture, and the second content is presented to the user responsive tothe body posture of the user changing from the first body posture to asecond body posture; and one or more physical computer processorsconfigured by computer-readable instructions to: determine the bodyposture of the user based on the output signals; determine a contentmode based on the body posture of the user; effectuate presentation ofthe content to the user according to the content mode to facilitate auser experience between the user and the content based on the contentmode, such that: responsive to the body posture of the usercorresponding to the first body posture, the first content mode isdetermined and the first content is presented to the user according tothe first content mode; and responsive to the body posture of the userchanging from the first body posture to the second body posture, thecontent mode changes from the first content mode to the second contentmode such that the second content is presented to the user according tothe second content mode, wherein the second content mode facilitates adifferent level of interaction with the second content being presentedto the user during the second content mode than a level of interactionwith the first content during the first content mode.
 2. The system ofclaim 1, wherein a level of interaction potential is higher for thesecond content than for the first content.
 3. The system of claim 1,wherein a level of interaction potential is higher for the first contentthan for the second content.
 4. The system of claim 1, wherein the firstbody posture includes one or more of: a first hand gesture, sitting,standing, reclining, kneeling, a hands-lifted body posture, lying,squatting, and/or a hands in lap body posture.
 5. The system of claim 1,wherein the second body posture includes one or more of: a second handgesture, sitting, standing, reclining, kneeling, a hands-lifted bodyposture, lying, squatting, and/or a hands in lap body posture.
 6. Thesystem of claim 1, wherein the first body posture includes a first handgesture and the second body posture includes a second hand gesturedifferent from the first hand gesture.
 7. The system of claim 1, whereinthe first content presented to the user according to the first contentmode includes a story and/or passive content.
 8. The system of claim 1,wherein the second content presented to the user according to the secondcontent mode includes game content and/or interactive narrative content.9. The system of claim 1, wherein responsive to the body posture of theuser changing from the first body posture to the second body posture,the one or more physical computer processors are further configured bycomputer-readable instructions to pause the presentation of the firstcontent.
 10. The system of claim 9, wherein responsive to the bodyposture of the user changing from the second body posture to the firstbody posture, the one or more physical computer processors are furtherconfigured by computer-readable instructions to resume the presentationof the first content.
 11. The system of claim 10, wherein the one ormore physical computer processors are further configured to adjust thefirst content presented to the user based on the interaction between theuser and the second content.
 12. A method for presenting content to auser based on body posture, the method being implemented by a systemincluding one or more sensors, a display, and one or more processorsconfigured by machine-readable instructions, the method comprising:generating, via the sensors, output signals conveying informationindicating a body posture of the user in physical space, the bodyposture representing a physical position of a body and/or one or moreextremities of the user; presenting, via the display, the content to theuser according to content modes that define the manner in which thecontent is presented to the user and/or the manner in which the userinteracts with the content, wherein the content includes virtual realitycontent and/or augmented reality content, wherein presentation of thevirtual reality content via the display visually simulates presence ofthe user within a virtual space that is fixed relative to physicalspace, wherein the presentation of the augmented reality contentvisually simulates virtual objects superimposed within a real world viewof the physical space determined by a view direction of the user, thecontent comprising first content that is presented to the user accordingto a first content mode and second content that is presented to the useraccording to a second content mode, wherein the first content ispresented to the user responsive to the body posture of the usercorresponding to a first body posture, and the second content ispresented to the user responsive to the body posture of the userchanging from the first body posture to a second body posture;determining the body posture of the user based on the output signals;determining a content mode based on the body posture of the user;effectuating presentation of the content to the user according to thecontent mode to facilitate a user experience between the user and thecontent based on the content mode, such that: responsive to the bodyposture of the user corresponding to the first body posture, the firstcontent mode is determined and the first content is presented to theuser according to the first content mode; and responsive to the bodyposture of the user changing from the first body posture to the secondbody posture, the content mode changes from the first content mode tothe second content mode such that the second content is presented to theuser according to the second content mode, wherein the second contentmode facilitates a different level of interaction with the secondcontent being presented to the user in the second content mode than alevel of interaction with the first content during the first contentmode.
 13. The method of claim 12, wherein a level of interactionpotential is higher for the second content than for the first content.14. The method of claim 12, wherein a level of interaction potential ishigher for the first content than for the second content.
 15. The methodof claim 12, wherein the first body posture includes one or more of: afirst hand gesture, sitting, standing, reclining, kneeling, ahands-lifted body posture, lying, squatting, and/or a hands in lap bodyposture.
 16. The method of claim 12, wherein the second body postureincludes one or more of: a second hand gesture, sitting, standing,reclining, kneeling, a hands-lifted body posture, lying, squatting,and/or a hands in lap body posture.
 17. The method of claim 12, whereinthe first body posture includes a first hand gesture and the second bodyposture includes a second hand gesture different from the first handgesture.
 18. The method of claim 12, wherein the first content presentedto the user according to the first content mode includes a story and/orpassive content.
 19. The method of claim 12, wherein the second contentpresented to the user according to the second content mode includes gamecontent and/or interactive narrative content.
 20. The method of claim12, wherein responsive to the body posture of the user changing from thefirst body posture to the second body posture, the one or more physicalcomputer processors are further configured by computer-readableinstructions to pause the presentation of the first content.
 21. Themethod of claim 20, wherein responsive to the body posture of the userchanging from the second body posture to the first body posture, the oneor more physical computer processors are further configured bycomputer-readable instructions to resume the presentation of the firstcontent.
 22. The method of claim 21, wherein the one or more physicalcomputer processors are further configured to adjust the first contentpresented to the user based on the interaction between the user and thesecond content.